varying vec3 n; varying vec4 p;
void main()
{
  	n = normalize(gl_NormalMatrix*gl_Normal);
  	p = gl_ModelViewMatrix*gl_Vertex;
  vec3 v = -normalize(p);		/* eye is at origin */

	gl_FrontColor = gl_Color;
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
}
